Construction Yard - Cost: $2500
Everyone hated Dozers in Generals, so EA have done the right thing and brought the Construction Yard back. It is needed to construct other buildings and provides radar, so defending it should be priority one.

Power Plant - Cost: $800
These are also vital structures, providing power to your base, allowing defences to defend, Construction Yards to construct, and War Factories to build tanks. Without the necessary amount of power plants, your base defences will not function, and it will drastically slow down, if not halt your production of further units.

Advanced Turbines - Cost: $300
These are placed on the power plants to increase power output. They are only a fraction of the cost of an entirely new plant and don't use up any space on the battlefield, however if an upgraded plant is destroyed, the power lost will be more significant.

Crane - Cost: $1500
Cranes provide a second production queue, this way you can produce two structures simultaneously. Cranes cannot build defensive structures.

Barracks - Cost: $500
This structure allows you to train troops and build base defences. Later, more defences and infantry will become available.

Tiberium Refinery - Cost: $2000
The Tiberium Refinery is the heart of your economy, and it is where your harvesters deposit the Tiberium, which is then turned into cash by this structure. Defending this miner and structure is important as they, although strong, are an easy target for enemy commanders.

Armory - Cost: $4000
The armoury is needed for GDI to train and upgrade its most powerful infantry units. It also features a medical bay to heal those wounded in battle.

Command Post - Cost: $1500
The Command Post allows GDI to scan the battlefield and to access the more high-tech structures.

War Factory - Cost: $2000
This building enables the construction of tanks, transports, harvesters and MCVs, thus making it very important to you. The automated repair drones that hover outside will automatically repair any friendly vehicle in the immediate vicinity.

Airfield - Cost: $1000
One of the largest structures in the game allows aircraft to be constructed and rearmed and grants access to airborne command powers. The hanger roofs open as more aircraft are constructed.

Tech Centre - Cost: $2000
This small building allows GDI to construct the more high tech units and structures. This structure is weak, very expensive and consumes a lot of power but is a necessity as you will need to tech up to stand a chance of survival against the enemy.

Space Command Uplink - Cost: $3000
Allows the use of orbital weapons (but not the Ion Cannon) such as the Shockwave Artillery and Zone Trooper deployments.

Tiberium Silo - Cost: $500
When you harvest more Tiberium than your refinery can hold, you will need to build a silo else the harvested money is lost. Silos haven't featured in a Command & Conquer game since Tiberian Sun.

Watchtower - Cost: $600
The Watchtower is GDI's anti-infantry defence. It is effective against infantry and lightly armoured vehicles, but useless against heavy armour.

Guardian Cannon - Cost: $1200
The cannon this static defence is equipped with is great at taking out armoured units, but less so against infantry. As with all defences it can detect stealthed units.

AA Battery - Cost: $800
As the name suggests, the AA Battery provides defence solely against enemy aircraft. The gattling cannons are highly accurate and can rip through the light armour of aircraft.

Sonic Emitter - Cost: $2000
Based on sonic technology used to inhibit Tiberium's growth in Blue Zones, GDI's engineers have turned it into a formidable weapon capable of breaking apart enemy armour.

Ion Cannon Control - Cost: $5000
The pinnacle of GDI technology, this structure allows you to control the orbital cannon. With it, you can vaporise anything anywhere on the battlefield - no wonder it is feared by the brotherhood!